Please, some help for handling been a GM, and also any advices for combat will be very usefull too :)

By dosan, in Dark Heresy Gamemasters

Hi, just wanted some help, i am really tired of been a GM, at least now.

I am already in my 5th session as a Dark Heresy GM, and i love it, just that i have problems with the combat!. t is so slow for us, because i have the english book of Dark Heresy, but all my players only speak and read spanish, so they dont try at least to read the book, i need to spoon feed them with info! . Even if they woul d be able, most of them would not read. What i wanted to ask, is there a fast way to handle combat? I know maybe combat is slow for us, because the chaos that is managing a game and at the same time explaining all, but , any advices? Any other gamemaster with some advice, will be helpful. Also, sometimes is difficult for me to feel i am doing a good job as a GM, because i focus so much in doing all the rules right, that i give less emphasis in actual roleplay, which i hate a lot to do, but it is like i am out of RAM memory, because i multitask too much. Any advice to that will be very much apreciatted to!!

I myself dont like to read too much, but i do for the sake of the game, and because i like the game, but i am really somewhat tired, and i dont want to throw the campaign to oblivion. Really last session was so much stressful, even i was standing too much bull from some players , that keep doing stupid jokes to me, kind of insulting, when things dont go as they plan. They hurted my feelings, with all their stupids jokes, and i was soo much tired that i didnt retaliate to them , so i feel very bad, i feel tempted to cancel the campaign , but i dont want to , also , the problematic players are my friends, and they are annoying but good, sometimes they get upset and their annoyingness gots out of control , and i dont want to throw them out.

Thanks to all! I really want some advice, sorry if i am a little incoherent, just that i am going to sleep right now

So it's a little tough for me to understand what you're saying exactly, but I'm going to try to help. I hope what I write is clear and makes sense.

Combat: In my experieince, combat in any and all RPGs is slow- it's where most of the dice rolling happens and there is a lot of math and number crunching. The only way I know of to fix this is to create or invent new rules to speed the combat up. Some of those ideas you can find on this forum, and others will likely by posted by other forumites on this thread. I personally like the rules as written for the most part, but if I feel combat is bogging the game down too much, I will have enemies run away or reduce their health so that they die more quickly. that can speed up a slow encounter and get to the next plot point of your story.

If you find that there is too much combat in your campaign, then change the stories and skip over the combat where you can. Focus on the investigation, the conversations, the group interaction. Reduce the number of enemies encountered and/or reduce their health.

Your Players: It sounds like you have a group that is either just plain rude and disrespectful, or have such a limited understanding of the rules they get bored and frustrated quickly.

If they're destroying the campaign out of spite, and insulting you to the point that it's hurting your fingers, I'd say sit down and tell thema s much- don't run for a group of people that don't appreciate the work you put into creating adventures. If they're your friends, they should understand your reasons for stopping, wanting to stop, or wanting to change. In addition, consider changing the group. You mentioned that some of your players were your friends, are all of them your friends? Could you stop running the game for those people that aren't your friends, and only include those people you're comfortable with?

If it's the rules they're bored and frustrated with, encourage them to listen to your rule explanations, or to review the rules themselves. Games can get frustrating quickly if you don't understand the framework in which they're set. Given your description however, it sounds like they're just being rude.

If you're simply exhausted from being a GM (it happens, a lot), then ask someone else to run for a while or just take a break until you feel up to it again. Are you in your 5th session or 5th campaign?

I hope this helps some. Good luck!

Thanks for your reply! Sorry for the mess, i just wrote it all yesterday, and i was a little sleepy and tired, so it was difficult to understand.

Yes, they all are my friends, also my girlfriend is in the game, and they are not bad, just that as you said, 2 of them get annoying when things dont go their way, just that they are not rude on purpouse, just they are like that.

I was a little tired of doing all the Game Mastering, because i cant divide myself in 10, all that because i need to xplain all the time the rules, and also roleplay, and also try to give the enviroment and feeling of warhammer 40000 , and well, above of that, seeing that that 2 guys made some funny jokes about me when i was doing all that effort, and they dont even read all the rules, is a little frustrating :)

I went to the point to consider cancelling all the campaign just because of that, i feel as an idiot, putting all the effort, and been in some way disrespected by some players. Is for the players that are ok, that i want to do this still.

I plan to talk to the problematic players, and put things straight. I dont care if one of them is my brother in law, i will put the things clear. Just i hate the problems, roleplaying is supposed to be fun , not a shore or a situation to have arguments and doing hurtful jokes.

About the combat, i wanted help with that, because i see it is somewhat very slow paced, and it is kind of stressing for me doing it, since all people gets too much excited, but at the same time, dont know nothing, that i need to give all the time the options , and teach them, while controlling all the game and combat.

Well, in the end, i will handle it.just i hate to have arguments with people, especially when i am a little hurt and they are my friends.

That players that gives problems, are that kind of people that need to be the center of attention, and that sometimes try to coerce the others or push them to do what they think is right, sometimes talking out of character. I feel i should consider expelling some of the players for that, they are disturbing the game, but i feel guilty, of course , because they are also my friends, and 1 of them , my brother in law.... , also they are some of the most faithfull and involved players i had, and is a shame they get so much involved that they start to show their stupid quirks of personality as well.

General GM Advice:

-Know the system: It is obvious, but it is worth repeating. If you know the system, have decided what house rules you want to make and have a good grasp on combat basics you're ahead of the game. If you find that there are holes in your knowledge, and this is causing slow downs or a lot of questions, I advise you to read the rules again and make sure you understand it completely. The only way you can expect your players to respect your position as GM is if you know and enforce the rules of the game.

-Be fair, be consistent: Along with knowing the rules, this is probably one of the most important things for a GM. When your players try something not covered by the rules, use common sense. The bottom line of being a GM should be to create a fun, but consistent, game world and to keep a story well paced and exciting. This also means that your players need to trust you to be fair in how you treat their characters, and consistent in how you order your game world.

Specific GM Advice:

Like you, I used to game with a group of long time friends and family members. And like your group, our group had a relatively high number of arguments and out-of-game stuff going on. Game sessions weren't just RPG sessions, they were also "hang out with friends" time. And with a good deal of personal history between the participants, it was inevitable that such things happen.

Then I left and joined the army, and eventually started running a game with my army buds. I was shocked at the difference between my old group and my new group. For one thing, my army buddies were at the table to enjoy the game...not just to hang out with each other. The focus on RPing was thus a lot higher then what I had previously experienced. Also, with a clean slate between the players, there was a lot more in character interaction going on, and not so much out of character chit chatting.

When I came back from the Army, I brought my previous experience with me. And I won't say it was always 100% successful but it did make a huge difference. Of course it helped that I had been away for so long and come back after such a rough experience, but the bottom line was still that I took a step back from the table and clearly drew the line: This was game time, and during game time I was the GM. I was there to drive the plot and flesh out the world and make sure everyone had a good time. I was NOT there to have personal arguments with my brother or tolerate two of our oldest friends carrying their real world argument into the game.

To me it sounds a lot like you need to do the same thing if you want to preserve your campaign and your experience. I'm not sure how you would manage to do such a thing, but perhaps a frank discussion with your players is in order. By explaining to them that the jokes and the silly crap is ruining your fun in the game, you can give them a choice: Either respect the position of the GM and the game as a whole...or find something else to do... Again, throwing over the campaign in anger would be a mistake I think. But make sure that you go into the discussion knowing the specific things you will and will not tolerate as a GM. In this way you ultimately make it the choice of your players on whether the campaign continues.

Advice on running Combat:

-Know the system. Like I said above, if you really know the system combat should not be a problem. If you have had 5 game sessions, you should have a really good idea about how things should go. If those sessions are turning into painfully slow combat scenarios the bottom line is that you as a GM are not knowledgeable enough on the game rules. If you have to, read the combat section and make little notes to yourself on page numbers and sections so that you can easily find a section if you are in doubt.

As combat systems go, the DH system is not particularly heavy or clunky. Understanding the limitations on Full, Half, Free Actions and Reactions are pretty critical. Attack resolution and damage dealt is pretty straight forward. Other then that, its really not all that different from most other games, and a lot more light weight then many I've played.

However, if the combat is slow because your players disrespect the rules or the systems or try to be obnoxious brats with you or other players...then you as a GM need to step in and squash that. Not just for your own sake but also for the sake of the group. As I said above, the best way to do that might be to take an hour before your next game session and explaining that you will not accept certain behavior. If your players don't respect your position as a GM, the campaign isn't likely to get any better.

thanks pal , for all the advices. You are right , i dont handle the rules in a completely fluent way, because they are a little complicated. The full action, half action, are ok, it is just that they can do so many things, grapple, knock down, and etc, that i need to translate and explain to them, and each time i do it, the games halts a little, in the end , i need to translate all and also try to keep doing the roleplay elements. It doesnt help that i dont love to read, either, i mean, i love DArk Heresy, just i am not a fan of reading, because i get too stuck in the details and in the end i see it as unending. nearly 400 pages is a lot! i will rest this week, next week i will retake the game, so i can continue. AMazing that you are an army man, i would love to check any combat rules with you in the future, so we can see if in reality they should work like that. i from my part am a psychologist, and i dont like disscusions and arguments, also tend to take the rules too much seriously, and i am bad for multitasking, i mean, doing a lot of different things at the same time, i can do it, just it is difficult for me. Lot of chit chat in the game table makes me lose all the mood and interest.

Hi there,

some tipps

1) make a spanish list of the combat manouvres
If you look around (for example at the DarkReign WebSite) you will find lists that summarize all combat encounters. They are just one or two pages long. Put them down in spanish on your pce and print a copy or two (or four) for you players. From that point on, they are able to handle some decisions themselves.

2) Mook Rules
The "Creatures Anathema" featured mook rules. For short, minor adversaries down after the secound time they received damage. This rules sparse you a lo of accounting. You only have to note for Goon# 1 to Goon#20 "no hit, One hit; !OUT";

3) Talk politely to your players
Your feelings are hurt, but give your best afford to kindly request them to stop making fun of you. That is a general advise for all social situations where you HAVE to deal with this people afterwards.

4) Prepare combat
Especially in situations with a larger environment, I tried to to plan ahead where everybody would be in round 1, 2, 3 if the pc would NOT stop them. But then again, this puts even more work on your shoulders...and I have to admit that the last three times I tried this, two times my plans did not survived first contact with the players behind the pc ;).

Well, you're welcome to throw anything up on these boards. But I have to tell you honestly that I don't look for realism as the number one priority of a combat system.

This is especially true of a pulpy sci-fi game like Dark Heresy.

What is most important is that the game system is internally consistent and covers most situations that can arise. Really creative players or odd situations can always screw this up somehow, but the basics need to be in place. After that you can let common sense and your vision of the setting guide how you deal with all the exceptions.

And to me the DH system does this admirably. It strikes a reasonable balance between fast, easy resolution and internal logic. There are a few sticky points (like fatigue...) but no system is equally perfect in the eyes of every GM. On the whole, the system is pretty solid I think.

Also, don't be daunted by the 400+ pages in the main rule book. Instead, I would advise you to focus on what troubles you: Combat. I don't have a book right here, but focusing on the Playing the Game chapter is the way to go. Split it up into a few pages at a time and Gregorius' suggestion is VERY good. Look at the fan sites, and see if someone has put up a synopsis of the most important rules...perhaps someone has even translated them saving you the work.

It is some work, but its a big part of being a GM. The willingness to really read and understand the system is pretty much a pre-requisite.

Thanks for all your kind answers! I will work on it, so i can do it better. As an offtopic question, do you know if there is an official thread about music that is suggested to be used in Dark Heresy and Rogue Trader? i want to inspire myself with music too! :) Thanks again!

There have been an excellent range of points made here so far - particularly about providing a crib sheet in Spanish that would allow your players some further comprehension of the variety of options open to them, you make opponents easier to kill (the mook option), or making sure that you are fully acquainted as GM with the possibilities within combat situations.

By its nature, combat in the 41st Millenium should be brutal and intense - the combat system can be quite unforgiving for all combatants - in the first instance it is a good idea to instill as much pace into the combat as you can. In terms of GM control, getting the players to make quick decisions with a time limit can be a way of getting them to appreciate the snap decisions made by their PCs in the heat of the moment, and as a reaction to sudden changes. The quality of your description of the scene can very much help with this - combat, like any part of the game narrative needs to be clearly but descriptively conveyed so that the players have an excellent idea of what their options are in order to survive. Most times, this natural slower period of play can be made more memorable or more epic by weaving this description in - some of my gaming groups favorite moments will always reside from combat encounters.

Some gaming groups like the idea of using miniatures to denote where combatants are. I have always used this sparingly - but it can be a good option for important set piece combats, where visual aids might help involve your players more fully, or help clarify the situation to them.

I would personally take a less heavy handed approach with the other players - after all, you are playing out of a mutual decision to have fun! It is sometimes worth spending a little GM time with each player individually. One week, before the next mission began, I devised a short encounter, or situation for each of the four players that helped them to get into their roles more, gave them a sense of pride in their character's unique traits and also provided a rolling epilogue for the scenario that followed after. So, the Cleric was busy purging heretics in the Underhive in the name of the God Emperor, the Assassin was on a job eliminating a mark for Throne Gelt, the Tech Priest was inducted into some of the inner mysteries of the Machine Cult, while the Psyker was forced to confront the Daemons of his past. With more player involvement, personalisation in this sense, and reward, will come less player dissent in any part of the game. You are allowing the players to see that the game revolves around them, or at least selling them that concept.

Sometimes though, playing with family and / or mates (which is the default position for many of us) can result in things seeming more personal - certainly NEVER role-play after the gaming group has drunk too much whiskey (this was the most belligerent game we ever played) - but during the 'unwinding' session after a night's play - that moment when you are giving out the experience points for good role-play etc... - that is the moment to reward playing in role, and insightful role-play, but also a time to discuss the gaming night, and what people want from the games. It was in this way that my players told me that they felt there was little monetary reward from the games (a feature of the 41st Millenium's unforgiving nature I feel) - and it was something that I was able to act on, providing some reward at the close of the mission that allowed the Acolytes to feel a bit more privileged than common citizens of the Imperium.

I find that the simplest way to accelerate combat is to accelerate your mooks. The great daemon Verillinijax may need a lot of specifics, cultist 17 does not. Heres my top three on that line:

1. Simple Stat Sheets: Most mookery is not going to be making use of the wide range of stats, talents, skills. Simplify them to: BS, WS, Strength, Agi (if your incorporating dodge), Willpower, Soak (armor+TB), Wounds, and Weapon. That will cover 95%+ of anything you need a mook to do. They don't need "Mighty clinching of the emperor's big toe", or "dancing double blade of death in unique situations." You want them more lethal, you up those stats. Less lethal, them. Now lay that across the mook heading, and just track the wounds on each (or go with the 2 strikes your out rule).

For for the last 5%, run on the "does it make sense he'd be able to do that" rule. The guy driving the truck, can drive the truck. Even if you didn't speicifcally make him "truck driver mook special #7". The squad leader can issue commands, even if you forgot to give him "i'm a leader, really!" for a talent. Pick a stat (or give it a 25-35 on the spot if you don't have it) and roll against that if your unsure.

2. Simple Plans, Simple Actions: Mooks have simple actions. 95% of their life consists of "go here, shoot him". Don't try to make it more complex. Even the inquisitorial hit team coming to capture into your party has a simple plan. "throw the stun grenades in first, then try to get at them with shock batons". All the rest is narratable, with a few judidicous awareness checks and such. A mook should rarely need to roll more than 2 dice rolls in a turn from his action. "Did I hit" and "how much does it hurt." If what your doing violates that rule, take a second to consider whether it'll really make a difference.

3. Give the feel, not the detail, of large combats: The support by fire is laying in with fifty dudes, the guard is dying around yyou, and oh my Emperor, here come thirty screaming cultists out of the woods, ayiiieee!. I would go with the pateneted "don't bother rolling unless it affects the players" approach. A few dice representing the ocassional guy shooting at them. A blast template scatters from random point A. You shot into the thirty screaming cultists? Good job, if you did some damage, you see one fall in the mass, if ti was weak, you see one stagger but keep running, foul chaos on his lips.

Until a particualr mook is important "the guy withe banner! him!...no, no, **** the one who looks like he's aaiming at us!", don't bother tracking them. Same for friendlies. Then strive to make the combats effectively handleable as individual sections of the whirling battle.

Thanks, you are right, sometimes i need to make the combat less complicated, at least for the sake of Roleplay, so it doesnt becomes Rollplay!